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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun Sep 03, 2006 10:22 am Post subject: Really Lowdef: RTS Buildings (yes, im building again ;D) |
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Hey guys!
I downloaded 1.5 a couple of day's ago and worked again with DeleD. 1.5 is really neat, especially the UV-Editor. Also, the Edge-picking in the 3D view changes everything.
Im modeling lowpoly RTS buildings for the Mapcore Lowpoly Modelling Contest. The restrictions are: 120 triangles (not polygons) and a 128x128 skin. So, dont wonder if the texture looks really bad... and its my first skin ever.
Still WIP
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Sep 03, 2006 10:30 am Post subject: |
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Cool, ultra-lowpoly modeling like that is always inspiring! Just one 128x128 skin... my oh my... |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Sep 03, 2006 2:18 pm Post subject: |
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Very nice example indeed - and 128x128... that IS low-res indeed! |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun Sep 03, 2006 3:40 pm Post subject: |
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Thanks for critics guys!
What else do you wanna do with 120 tris?
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I think the "Entrance" is too small for an Orc. (i would make an Triangle-style door). |
On my way. And thanks for the refs =)
Btw: The lightmapper needs normal smoothing
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Sep 06, 2006 6:28 am Post subject: |
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Quote: |
The lightmapper needs normal smoothing |
Looking at your initial screenshot, I was thinking just that. I am getting that crease angle lightmapper setting up and running again a.s.a.p. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed Sep 06, 2006 6:39 pm Post subject: |
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D00dling around. But still WIP
_________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Wed Sep 06, 2006 6:43 pm Post subject: |
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More lowpolly models ,cool .
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed Sep 06, 2006 6:50 pm Post subject: |
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Btw: It seems like DeleD has some kind of Z Buffer problems... _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Wed Sep 06, 2006 6:52 pm Post subject: |
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Oh, yeah, I see. How is your zNear and zFar plane set up? _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Sep 07, 2006 6:33 pm Post subject: |
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Like MrFletcher says: the near and far plane are fully configurable through View -> Options -> Default -> Camera Settings -> Near and far clipping plane. This means you are in full control over the z-buffer precision yourself. To improve it, increasing the near clipping plane would be your best bet.
However, your screenshot doesn't look like ordinary z-buffer imprecision. Do those artifacts occur in the actual 3D window, too, or just in the screenshot? |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Thu Sep 07, 2006 7:02 pm Post subject: |
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Ah, thx for the explanation. But it seems that increasing the Near clipping plane to 1500 doesnt help. And yes, those artifacts occur in the 3D-View too.
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Sep 07, 2006 7:12 pm Post subject: |
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Hmmm... would sending me that model violate any contest rules? Seeing this 'in action' would certainly help to determine what's going on.
(if you know a way to reproduce it with just any two primitives I am all ears, of course). |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Thu Sep 07, 2006 7:18 pm Post subject: |
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Nono, its not a problem. I will send you a private message with the download link. _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Fri Sep 08, 2006 6:40 pm Post subject: |
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Still very WIP. I have problems figuring out the right tone for the skin and wood. _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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